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  1. Today
  2. its easy to think of some desirable behavior, but since it is maliciously compliant, its also important to think of the ways that the behavior might occur when you don't want it to. Some behavior could be useful in one case, but annoying in several other cases.
  3. This is a pretty big feature, and people have been talking about it since the A23 days calc would’ve been added by now
  4. I remember having a similar feature (stance build & gather) in Rise of Nations which I deactivated very soon. Sending units to a rally point to easily get back to them, just to see few moments later, that there are no units, drove me crazy. Okay, they weren't idle and did some stuff, but they weren't really available.
  5. New major update, focusing mostly on cavalry. - Cavalry can no longer hunt. Use infantry javelineers to hunt animals. Infantry meat gather rate increased slightly to compensate. - Cavalry javelin throwers are no longer trainable by any civilization, except by the Iberians. They keep their cavalry javelineer champion, but he is not very effective against units. - Civic centers can no longer train cavalry. Build a Barracks or Stable if you're Persian. - You can no longer build bolt shooters. This was done because their model is ugly and looks ridiculous when moving. I'd done the same with the Catapults, but you need some ranged siege options in order to break fortified positions. - Jubot AI removed, as it's very buggy and has poor performance. - Roman Army Camps can't build Rams anymore. - In addition to cavalry javeleneers, Hellenes can no longer train Slingers. Reason for removing the mounted javelin throwers is because they are not balanced enough. They need to hit hard like infantry javelins, but they are also much faster. Hit and run tactics don't work very well because of the "phantom strike" bug on units that are moving, so they are exploitable. An exception was made for the the chariot archers, because they are at least expensive. Cavalry can no longer hunt for the same reason as above, and because it sometimes takes too long for a single javelin to hit an animal. The opening post is updated to point at the latest version.
  6. I also got some: WARNING: PlayerID 2 | petra.findOverseaLand on a non-naval map??? we should never go there Replay is attached. metadata.json
  7. We've figured out in the meantime that this is caused by vandalism of the Italian translation and we're working on fixing that.
  8. Yesterday
  9. Since today I am working on that, see PR #8593.
  10. In addition to what @Stan` said, there isn't even a way to translate strings for (American) English in Transifex, as that's the language we use for the source strings, so they don't need translating and therefore can't be translated there.
  11. What about other languages than those two? What's the language you use for your operating system?
  12. Definitely. As I don't know how to do that I'll just bring the topic up once a year.
  13. For the moment I just created Issue #8590 over there.
  14. If I select Italian it works, just that the amount of translated strings seems very low. <- @Dunedan
  15. We can't do that in string freeze. A PR for the next release would be welcome.
  16. Tried the rc1 appimage, it is working fine, but there is an issue with Italian locale. If I select Italian, the game still run in English. I also tried espanol and it is properly in spanish. So, the issue is just for Italian.
  17. Got nothing to report after playing it. Except that I still think ""Neareastern" Badlands" is still a poor map name.
  18. For a navy, bridges would be like walls for rams: they cannot be crossed but destroyed. To avoid their excessive building (wonder what the animnation would look like) bridges could have a maximum length or could be a pre-disposition connecting two defined points on a map. But as I wrote, it would be a slightly different game then.
  19. This makes sense in a tactical RTS without ships, like Praetorians. If you allow building bridges, what would be the point of building a navy, then?
  20. Thank you for the suggestion. Unfortunately, this does not work as well. As before, it loads up to 100 per cent, and then prior to the game start it crashes.
  21. You might try to enable Vulkan in the game options, see if that fixes it.
  22. crashlog.zip I don't know why but my interestinglog is empty. Though I can give you the files of the other logs. Hope that helps.
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